Reflection Journal
William^2 » Devlog
### Reflection Journal (Post-Prototype) ###
- Core Gameplay Loop:
- I think we achieved a pretty solid construction of the core gameplay loop: using an expansive tool-bet of skills to jump, climb, and clone toward the end of a puzzle-based level.
- With it's problems as of now; like the lack of checkpoints, camera position issues, potential scaling problems - I still do believe that the core gameplay loop can be seen from the essence of the build, and could describe the ideas we intend to further bring this project.
- "Is it fun?", "Is it fluid physically?", "Are the puzzles intuitive and iterative?":
- I think the concept is fun, but the issues of with no checkpoints can make things more repetitive and annoying after trying the same puzzle over and over before retrying multiple puzzles you've already tired, a classic parma-death problem which I couldn't avoid in my puzzle design.
- The physics feel almost fluid; I do think the design of some of the gravity vectors need to be tweaked, so it more adheres to the scale, and has a more floaty, forgiving feel that matches the tightness of some of the platforming and more specifically, wall-jumping aspects of the design.
- I think the puzzles are intuitive, they were made and tested in such a way where the player would be able to reach the end in multiple different ways, theoretically, if we were to restrict the player of some of the moves, like the Blink and Re-Programming, or even taking away the dash initially to force the player to use the clones more creatively, but those parts of the prototype we unfortunately unimplemented due to the time constraint with these last two weeks.
- I would love to continue designing more interesting puzzle ideas and make a tougher, more robust level design/multi-screen area but that would have to be left for later, ensuring everything works smoothly and has a certain level of difficulty that players won't feel turned off toward.
- Refinement of the original design is definitely needed as well, to ensure that each puzzle room feels distinct, and allows the player to be more visually aware toward physical barriers or puzzle elements (spikes, buttons, moving platforms etc.)
- Changes:
- I've mentioned a ton already but the most important one would most likely be scale. I think the scale needs to be more rigid and consistent. I feel I implemented the scale of something like Super Meat Boy for the controller and physics system of Celeste. I just needed things to be more distinct visually and forgiving platforming wise.
- I'd love to add more sauce/juice to the design, allowing for a more visually appealing area, not just a void of ground tiles.
- Where to next?
- I think this could allow for a more robust metroidvania styled puzzle-platformer where the player gains new skills through narrative means. As a prototype, exploring the different puzzle mechanics possible with the concept, we already have a certain level of complexity to how well a player can understand and utilize their skills at each point of their journey, combining and expanding on each new skill they may gain throughout their journey.
- Adding more design to the main player as well as the clones, could add a ton more visual satisfaction for each clone placement, making each platform puzzle a bit more visually distinct or interesting for a player.
- Refining the physics of our player character to make things more 'floaty' could add a ton of merit to the design of the platforming. A wall slide would be super cool as well. Small things like those additions!
It was great working on this collaborative project and achieving something to be proud about, learning a ton of new things throughout the process and improving on pre-existing skills to the best of my ability.
William^2
Run, Jump and Clone Yourself In This Time-Bending Puzzle Platformer
| Status | Released |
| Authors | ronkotomyno, williamingwerson77 |
| Genre | Platformer, Puzzle |
| Tags | 2D, Pixel Art |
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